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Messages - mkwong98

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is the pack still available?

I get a 404 error not found  :-\

Try this link:

If I were to go for a consistent art direction, I'd draw the characters in the Yoichi Kotabe style.

Sadly my drawing skill is lacking. I do encourage people to make changes to the graphics, simply edit the png files in the pack and it should work.

Gaming Discussion / Re: Circus Charlie HD
« on: September 17, 2021, 03:11:46 am »
It was originally posted on another site (inmortalgames) but that site is down. Here is a copy that I have downloaded:

Interesting! I have experience with making HD packs so I can help with technical problems. I'm not good at making pixel art though.

Personal Projects / Re: Hogan's Alley HD Project
« on: June 23, 2021, 10:55:02 am »
The correct way of combining two conditions together is this:


I replaced FD with 30 because this is what I see in the PPU viewer When I run the game. And the replacement tile need to be flipped too in the png in order the be flipped back to the correct orientation when rendering.

The fix for Willie should be like this:



Personal Projects / Re: Hogan's Alley HD Project
« on: June 23, 2021, 01:40:34 am »
Can that be done all at once?

Rename the pack to something else and run the HD pack builder at the title screen. This will give you a list of all the tiles in that screen. Copy the tiles into another file. It may be easier to work with the tiles if you save them into a csv file and edit them with Excel. Rename the pack back to the original and add a 256x240 transparent png to the pack. Then add the conditions and set the replacement to use that png for each of the tiles in the csv file. Finally add the tiles into your pack.

Personal Projects / Re: Hogan's Alley HD Project
« on: June 22, 2021, 09:43:52 pm »
I turned some background one-color tiles transparent, and the background behind text letters transparent, so that I could replace the title screen and character gallery background. (I don't know if I can set the fullscreen backgrounds to have priority over the other tiles?) This results in some problems where an expected background color is missing [behind text or otherwise] in the game itself. In mode 1 I could help this with a still image background I suppose.
You can use condition to look for specific background tiles at certain location to identify if the game is showing the title screen. Then you can replace all background tiles in that screen with transparent tiles. This way you can show a fullscreen background without background tiles blocking.

In the original, most of the character faces are mirrored, or have mirrored elements to cut down on tile use. That's not possible here with these photos.

I added twelve tiles to the bottom of the sprite sheet and Romhacked ten of them into the game. I wasn't able to use the last two because the code uses "FD" and "FE" for sprite flipping functions.

I tried to hack these in with conditions but it didn't seem to work. The idea was to replace two mirrored hair tiles with the correct tiles.


I think the spriteNearby condition will not work with a sprite tile next to it horizontally because you need to reverse the sign of the x difference if the sprite is horizontally flipped. And if you reverse the sign then both flipped and non-flipped tile matches it. To solve this you can add an extra condition <hmirror>

The background font also has no V or W, so Willie becomes Billie. I should look into changing that, depending on what letters aren't used in the hacked game.
You can use conditions to check for "illie" and replace the "B" with "W" when it happens

Personal Projects / Re: Hogan's Alley HD Project
« on: June 22, 2021, 11:08:25 am »
Hi tygerbug. If the characters are made of sprite tiles then you can not extend the HD graphics outside the original tiles. The only way is to hack the ROM to place more sprite tiles on to the screen.

Personal Projects / Re: Super Mario Bros. HD Pack
« on: June 21, 2021, 12:44:58 am »
The first thing you need to do is to decide what scale you want to work with. The size of NES screen is 256*240. Scale of 2X would be 512*480 and 4X would be 1024*960. The higher scale you use, the more detail you can fit in but you will need a faster computer to run the pack.

Gaming Discussion / Re: Final Fantasy Pixel Remasters
« on: June 18, 2021, 12:19:48 am »
What do you think of the expanded sprites in FF Brave Exvius? I wish they make a remake with those:

An outstanding pack! Good work! :thumbsup:

Those screen shots are mockup screen shots?

Eternal Daughter is a very good Metroidvania game.

Personal Projects / Re: Secret of Mana, Turbo - Beta 210418
« on: April 19, 2021, 05:55:07 am »
How about the player charges up by landing hits like SD3 but loses part of the gauge when getting hurt?

Personal Projects / Re: Secret of Mana, Turbo - Beta 210329
« on: April 03, 2021, 12:26:06 am »
Hello again, I come to show the progress of this new graphic theme.

There are a JPG preview x3 and a PNG preview. This is the standing poses for now, I don’t know if they fit in the tiles, they are untested. Anything of this pixelart work is liable to be change. I would welcome any feedback, thanks in advance.

Randi's front pose fits:

Hi, I uploaded a new release to Mesen:

Added an option in HD pack builder to save screen information when tiles are first shown in the same folder as the HD pack. User can look up which screen the tiles are added in the tileIndex.csv and open the screen_XXX.csv and screen_XXX.png to see the actual usage of the tiles.

Added playback option and volume option to <bgm> tag as suggested by kya. Use 1 for looping playback, 0 for single playback, -1 for no change to playback option. Use 0 to 255 for volume control and -1 for no volume change:
<bgm>[album - integer],[track - integer],[filename - ogg],[loop point - integer],[playback option - integer],[volume - integer]

Download here:

Personal Projects / Re: Paper Mario Bros. (Mesen HD Pack)
« on: December 14, 2020, 10:31:23 pm »
bows to mkwong98  :woot!:, nice to see you going back to your original work, love how the hdnes format has grown over the years.

My own attempts with mario, i've tried adding extra frames to smooth it out, it is a nightmare with conditions trying to get everything to wasn't great, but theres a few things you can do eg for single frame jumping, also have you attempted parallax, i am working on a pack
, and just working on the more advanced stuff now, trying to push it, with scrolling, and trying to compare it to the arcade version, layers are a great addition, but still getting a flawless look is a long way off.
I haven't attempted parallax yet.
And I'm looking forward to see your new work

I love this. It looks great... now if this can be done to smb: 2 player hack... 😅
I haven't look into that hack so I'm not sure what is the difference. I may be able to add compatibility to that hack if the difference isn't too big.

December 18, 2020, 10:16:46 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Update 2020-12-19:
1. Added suggested changes from Aclectico. Thank you! :beer:
2. Fixed some palette swaps which I missed.
3. Added support for 2 player hack
4. Some graphics touch ups

Personal Projects / Re: Paper Mario Bros. (Mesen HD Pack)
« on: December 12, 2020, 12:08:48 pm »
please, make the same with final fantasy 1-3 with background battles

Sorry, I'm not ready to work on RPG yet. I'm trying to improve the HD pack builder of Mesen. If that works then my next target is 1943.

@mkwong98 are you open to any friendly suggestions? If so, I made an attempt at altering the running animation just a bit. I moved one of the frames up a couple of pixels. It's subtle, but I think it more closely imitates how running is shown in Paper Mario. I also cleaned up some stray pixel artifacts around the Mario, Luigi, and Fireflower sheets.

**Sidenote- It looks like making this change did cause an issue for the fireflower. I could go back and see if I can fix it with a "nearby" condition. For now, I was interested to see if you were interested in the change. Also, I couldn't figure out how to implement for the colorful star animations. I may need direction in that area if this change is accepted.

Fireflower issue this changed caused

Mario sheet:
Luigi sheet:
Fireflower sheet:

I'm open to suggestions and yours are good! The fireflower issue is actually not from your changes and it is caused by a mix up with the swimming animation. I'll fix this in the next release. As for the star animation, it is generated by my own HD pack editor which takes the Mario sheet and change the hue of the tiles by a certain amount. The generated tiles are stored in editorGenImage0.png. So you don't need to do anything and I'll generate a new one with your new Mario sheet.


Personal Projects / Re: Paper Mario Bros. (Mesen HD Pack)
« on: December 09, 2020, 08:13:10 pm »
Currently the injecting in-between frames only works for looping animations which can start at any point in the loop. This is because the frame counter is not synchronizing with any event. I'm thinking about having a number of frame counters, each with its own reset conditions. But this will be difficult to implement and only works for "singleton" animations.

Two other difficult to implement but useful features in my mind are:
1. Having replacement of sprite tile to be bigger than 1 tile. It is difficult to adjust the replacement to fit the area covered by sprites. See the screen shot of Bowser in this pack as an example. It will be much easier if additional sprites can be shown on screen.
2. Some way for the HD pack builder to preserve the screen information which new tiles are encountered so that the user knows where that tile is used. Currently I only use the builder to create the hires.txt header and use the PPU viewer to capture the tiles for my own editor. It will be nice if the builder can give more information.

Personal Projects / Paper Mario Bros. (Mesen HD Pack)
« on: December 09, 2020, 02:40:38 am »
Hi, I made a SMB HD pack 7 years ago and it is time to remake the pack with new functionalities provided by Mesen. This time I use graphics from Paper Mario and hence the title of the pack.

Update 2020-12-19:
1. Added suggested changes from Aclectico. Thank you! :beer:
2. Fixed some palette swaps which I missed.
3. Added support for 2 player hack
4. Some graphics touch ups



Awesome! Given the current circumstances, I expected a fork was pretty likely. I am wondering about plans for this latest version ... About 30% of the questions I receive are from users who ask, "Will this run on RetroArch?" From what I gather, it seems to be a relatively sizable portion of the user base.

@mkwong98 - With this in mind, do you have any plans for RetroArch?

There is a libretro fork with a few new commits and I'm not sure whether I should send a pull request to them or I should pull from them. Maybe for the time being I should compile a dll for RetroArch as it is.

November 19, 2020, 11:51:24 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Hi, I added the retroarch core dll to the release.

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